Monday, November 10, 2014

Mutant Monday

A species of unintelligent, mutated Rubus flagellaris (Common Dewberry) that range from 8 to 15 feet long, up to four feet high. The main body consists of a woody taproot with 4d4 low growing stems which have hard prickles that can cut unprotected flesh, doing 1d4 damage to those who come into physical contact with the plant. The stems are covered in green leaves that are pale on the underside and form an alternate compound arrangement of three to five leaflets. Also present are white, five-petaled flowers which open during the day and close at night. Lastly, the aggregate fruit of this plant consists of 3d6 dark purple berries per stem which resemble blackberries.

To someone unfamiliar with the Dark Bramble, the plant looks much like any other bramble. This makes them surprisingly difficult to distinguish from normal brambles, at a distance of more than 10 yards, surprising beings on a surprise check roll of 1-3 on 1d6. Because of their body form, blunt or piercing weapons (including projectiles) cause but a single point of damage on a successful attack. Whereas slashing weapons, fire, or other attack forms generally have their normal effect. Dark Bramble attack with their Disintegration mental mutation when humanoids approach within 50 feet.

These plants grow in a variety of soils and are found in bogs, savannahs, sandy regions, abandoned files, meadows, and woodland borders. They survive and repopulate by attracting animals such as chipmunks, mice, racoons, squirrels to eat their berries as well as a large variety of aphids, bees, and butterflies. While a nuisance plant, their leaves, unlike their inedible berries, can be used to make delicious teas or eaten raw.

New Mutation (Beneficial Plant Mutation)Edible Leaves
This power functions similar to the Edible Seeds mutation from Creatures of the Tropical Wastes, and should probably include Edible Bark as well. There are also some new additions to the list of effects:
Roll Effect
9 (replaces old 9-10 option) Tasty, acts as one ration of food.
10 (replaces old 9-10 option) Nutritious, acts as full day's worth of food.
11 Sugary Energy, restores CON to normal for 1d4 hours, or reduces Fatigue by one step (if used).
12 Disease Vaccine, randomly roll type of Disease cured.
13 Narcotic (depending on what rules for drugs are used).
14 Booze (depending on what rules for drugs are used).
15 Meat Substitute, acts as a normal ration of food for carnivores.
16 Poison Antidote, randomly roll type of poison cured.
17 Radiation Antidote, 1/2 damage from any radiation during that day.
18 Energy Absorption, (randomly rolled) for 1d4 hours.
19 Epidermal Photosynthesis for 1d6 hours.
20 GM's Choice